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  1. #1

    Default New to Menoth/Game, In Need

    Dear Menoth Community,

    I have just picked up the wonderful game of Warmachine. I liked the look and lore of Menoth so I picked up the Two Player Battle Box (in case I defected to Khador). I have played a handful of games and picked up a few other pieces to field. I am, however, encountering a bit a trouble. I know it is early, but I can't seem to score a victory. All the games have been 15 point matches. I own High Kreoss, a Crusader, Vanquisher, Reckoner, Repenter, a Choir, vassal (and mechanik) and the Cinerators and a Pally of the Wall and lastly Gorman.

    I usually run with Crusader, Reckoner, a small unit of the choir, the pally and a vassal. I seem to be getting stomped at every turn. I am sure some of this due to being inexperienced of course, but I can't help but think that some of it has to do with not finding the right configuration of troops and jacks. So, I am turning to the infinite wisdom that is here. Please, help me win.

  2. #2
    Destroyer of Worlds Terraneaux's Avatar
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    Nothing really wrong with that selection of troops. Practice, practice, practice.

    Though a Redeemer can be fairly nice w/ Kreoss.
    "I got three words for you now: perish in fire!"

  3. #3
    Conqueror
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    Convert the Cinnie's to bastions. Get one of the spammy unit choices. TFG are nice and cheap points wise, but most folks seem in love with Errants. The Avatar is boss, but it doesnt look like you are short on heavies.

    Also try to play some 24 - 50 point games. Id say the game is balanced for 35-50 points.
    There are some terribly overpowered combo's at 15 - 20 points.

    What art of the game are you struggling with?
    Keeping your caster alive?
    Resource management?
    Are you playing too defensively?
    Threat assesment?
    Last edited by Vapour; 04-14-2012 at 01:32 AM.

  4. #4

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    Your list seems fine, though a little focus intensive for a caster who likes to hog his focus. Menoth is one of the harder factions to learn, but I feel the most rewarding when you do learn. It usually comes down to order of activation, and once you have that down, you'll start seeing some wins. I'm sure most of the people in this community can tell you that when they first started Menoth, they lost their first handfull of games (I went through a 10 game losing streak before hitting my stride). Just roll with the punches and learn from your mistakes and soon you'll be roflstomping your opponent.
    "There's an old sayin' down on the Bayou that....BWAH!"

  5. #5

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    What Factions are you facing off against and are you losing to melee or ranged?
    A nice little 15pt force would be:
    Kreoss
    Crusader
    Vanquisher
    Choir
    Vassal
    Gorman

    Deploy in a brick with Crusader at the point.
    Gorman is basically there to drop smoke bombs in front of Kreoss to block most ranged attacks and charges.
    Vassal does Ancillary on the Vanq for double AoEs.
    Choir chants no shooty/spells depending on enemy strengths.
    Once you are in charge range throw Enliven up on the Crusader.
    Should work most of the time.
    Upping the game to 25pts I would throw in max Cinnies (or Bastions if you prefer. Personally I like the Cinnies better but I think i'm in the minority) add a Mechanic and max the Choir.
    Last edited by Bogues; 04-14-2012 at 06:20 AM.

  6. #6
    Destroyer of Worlds
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    I like Bogues list but at the up to 25 I'd put max errants and U/A

  7. #7

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    I like most of the things Bogues said. Here are my thoughts to build on that.
    With those models... I would try,
    Kreoss
    Reckoner (good target for Def Ward as he will be Def14 Arm21 against living infantry mele models)
    Min Choir
    min Cinerators (another good target for Def ward if they do not have any of the "living infantry mele models" I spoke of)
    vassal
    vassal Mechanik
    Gorman.

    As I have always seen Kreoss as an infantry caster.

    If you are having trouble with your opponent getting to your caster, use the Cinerators and Gorman to cover him up a little... Infantry spam, use the cinerators and Gorman to cover them... in Aoes!!! and beast spam... not to sure about that one. You will have a heavy, with tons of support, and 3 high PS Weapon Masters. You could make a good game of it. Like Vapour said... I am not sure what is doing you in, give us some more incite into your losses so far.

    Menoth will always offer a way to smite his enemies.
    Last edited by stupidmonkey; 04-14-2012 at 07:54 AM.
    Don't blame bad dice rolls for your losses. It was your lack of planning that made you roll trip-ones.

  8. #8

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    Wow, first of all thank you for all your responses.
    The main thing I seem to be having trouble with is keeping Kreoss alive. I have tried various things to prevent that in my games (using Gorman as a smoke screen) and keeping him back. I have yet to play any other player who uses range, so mostly I have been losing in melee.
    I also think I might be playing slightly too defensively. I tend to hang back and try to form some sort of hold. It hasn't worked. But, it has mostly been I can't keep Kreoss alive. I also haven yet to touch an opponents caster in any way...
    I have plans to get my hands on a unit of Exemplar Errants as soon as I can.
    Further thoughts?

  9. #9

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    I can see from the list you are using that there would be big holes through the gaps to your caster. Kreoss is not tough enough to have holes open to him early.. even in 15 pts. IMHO the Cinerators will help with that a great deal. People keep talking about bringing the units... and there is a good reason, they clog lanes. 3 cinies is not perfect for this, but it is the best you have right now. them and gorman should give your jack and it's support time to do some work!! You say your opponents do not have range.... choir chants +2+2, jack shoots the Piss out of something 11-12 inches away, and the vassel enlivens the jack. Most mele armies cannot do much damage to an enliven'd jack from that far away at 15 points. make them come to you. then punish them when their alpha fails due to enliven and +2def +2 Arm Cinies or jack.

    As for Kreoss, he should only be close enough so that his escort can assist the front lines after the failed alpha by your opponent. and so that he can catch the enemy caster in lamentation. (they will have to pay 2 for upkeeps and walk back to cast spells.) keep something between Kreoss and the enemy!!! he is squishy, and if he is one of the only things left....... Def ward him. it helps a little.

    If there is a unit close to your heavy, dont forget you can knock them down with your feat, and then trample over them, and then bash something else behind them. A Trample over a knocked down unit is HUGE with the +2 damage rolls from the choir.

    Menoth is BIG on taking the alpha strike on the chin and giving back better than it got. It will be a continuing theme in many of your games.
    Last edited by stupidmonkey; 04-14-2012 at 12:23 PM.
    Don't blame bad dice rolls for your losses. It was your lack of planning that made you roll trip-ones.

  10. #10
    Conqueror
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    When are you using your feat? You can knock down your opponents screening models then use your reckoner to shoot their caster.
    What are you putting your upkeeps on?

  11. #11

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    I totally endorse using a Redeemer with Kreoss' feat. It's a simple strategy, but it's what they get for being within 14" of Kreoss and 16" of a Redeemer.

    You can measure your control area before allocating focus, so that's a win-button. A buffed Redeemer can also pump three unboosted missiles or two damage-boosted missiles into a target, which could be pivotal. I also agree 100% with stupidmonkey's thoughts on maintaining a screen of some sort.

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